Mizzix's Mastery
The overload cost is the whole pitch: eight mana to exile every instant and sorcery in your graveyard, copy each, and cast all the copies for free. Where the cast mode reads as a one-shot rebuy of a single spell, the overloaded version turns a stocked yard into one explosive turn, the kind that ends games when the bin is full of Time Stretch, Expropriate, or a fistful of wraths and rituals. The mechanic that makes it click is the exile clause baked into the front half: it exiles the targeted card before copying, so what you cast is always a copy, never the original. That detail reshapes the deckbuilding priority. Because the originals go to exile as part of resolution, they do not need to survive the turn and cannot be recurred back; the deck's engine becomes filling the yard cheaply on purpose rather than guarding it. The copies themselves still go on the stack and can be answered, so a well-timed counterspell on the payoff still hurts, but the graveyard investment is spent the moment Mastery resolves, not held hostage after. The cost structure keeps the payoff honest: the cast version is fairly priced for a single rebuy, while the overload tax is steep enough that going wide all at once demands real ramp first. It is red's clearest expression of a storm-adjacent finish that never counts storm, just a graveyard packed with broken spells and the mana to flash them all back at once.

Rules text
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Other printings
- Final Fantasy: Through the Ages#41
- Ravnica Remastered#339z
- Ravnica Remastered#339
- Ravnica Remastered#118
- Strixhaven Mystical Archive#106
- Strixhaven Mystical Archive#43
- The List#C15-29
- Legendary Cube Prize Pack#65








